I tried using that trigger, but found problems with it. It detects the pylon before its constructed. How can I make it so that the trigger grants resources only after the building had finished construction?
Is it possible to create artificial fire lag in the map where only newer units attack first, while the older units are under "firelag" (where they cannot attack until further unit attack actions are reduced)?
Can you adjust a weapon so that it can attack multiple units at once?
Can you also adjust a weapon so that its beam does damage as it passes through other units?
Ok, but I have my dialog trigger moddeled as an action definitions where I can easily adjust how many texts are made. How can I individually modify these dialogue text as seperate variables if the action definitions creates dialogues through a cycle?
So I was able to make a Basic UI Dailogue and now i'd like to know how i can make each 'button' create their own distinct unit on the map. I checked the events and it provides a only "any button clicked" event for the trigger to be activated. Now that leads to using conditions, but I dont know what kind of conditions i would need to make this work.
So Im making a reaver and using an Carrier Launch/ Banneling Acid as my attack, however the reaver apparently cannot attack without facing the enemy unit. Can I change this?
Also can I adjust the time each interceptor is launched?
Ok, so i did that and i kinda worked... My action was picked unit. but when i tried it, it remove the unit, but an error pop-out saying "No matching unit"
0
I tried using that trigger, but found problems with it. It detects the pylon before its constructed. How can I make it so that the trigger grants resources only after the building had finished construction?
0
Is it possible to make an artificial Sprite-lag, similar to sc1?
Example: When there are too many units trying to fire all at once, the newest created fire first.
0
Is it possible to create artificial fire lag in the map where only newer units attack first, while the older units are under "firelag" (where they cannot attack until further unit attack actions are reduced)?
0
Uploade Error: Validation Working Set Score Screen Fail
How can i fix this?
0
Bump^
0
How do u create a basic dailogue button where all players can only select once out of 6 choices from it?
0
Can you adjust a weapon so that it can attack multiple units at once? Can you also adjust a weapon so that its beam does damage as it passes through other units?
0
@Septhie: Go
Bump^
0
Ok, but I have my dialog trigger moddeled as an action definitions where I can easily adjust how many texts are made. How can I individually modify these dialogue text as seperate variables if the action definitions creates dialogues through a cycle?
0
So I was able to make a Basic UI Dailogue and now i'd like to know how i can make each 'button' create their own distinct unit on the map. I checked the events and it provides a only "any button clicked" event for the trigger to be activated. Now that leads to using conditions, but I dont know what kind of conditions i would need to make this work.
0
Where can i find the section in the data editor where u can adjust the sound effects of a units death animation?
0
@Septhie: Go
Oh wait nevermind, I got what u mean.
0
@Grogian: Go
When I adjust the period, it doesnt change how fast 'each' of my interceptors are launched
0
So Im making a reaver and using an Carrier Launch/ Banneling Acid as my attack, however the reaver apparently cannot attack without facing the enemy unit. Can I change this?
Also can I adjust the time each interceptor is launched?
0
@Thebillsta: Go
Ok, so i did that and i kinda worked... My action was picked unit. but when i tried it, it remove the unit, but an error pop-out saying "No matching unit"